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Topic: The Minor JSON Questions Thread (Read 7192 times)

I would also be interested in modding engines, now that they have been exported in json.

Primarily steam engines, having difficulties with fuel types though.I need to flesh out some kind of 'boiler' object, which accepts any type of flammable fuel & water. I have the object ingame, but I am having a great deal of trouble defining the fuel/ammo type.This boiler in turn, needs to create steam. Something that might not be able to do with json.

Managed to implement steam fueltype, but it does not behave like steam at all.

I sorta have boilers, that don't work. And I have steam, that does not work either.

Defining the actual steam engines should be relatively simple, even just a clone of a typical gasoline engine with the fueltype set to steam.

The intention of this is to add some simple, low power steam engines that the player may craft, out of various scrap components.See :

Once a general provision for some simple things come into place, I think it would be quite easy to accomplish.If there was a way to specify a type of part, that has inputs, outputs and some rate of conversion, you could virtually accomplish any type of mechanical system.A few ideas:

could be something like power armor,but powered by gasoline be a thing?i dont know how is the jsons of the power armor set up.it is possible to add stat effects to clothing or armor?i would love to make a makeshift power armor that burns you at random intervals and does not require you to be naked to use it.

In particular I want to know about the line:"roof": "t_flat_roof",Seems to me all indoor terrain should have this as well as windows and doors. It's very hit-or-miss, t_floor gets a roof when looking down on it from above but t_carpet_red doesn't. Is this a matter of no one's taken the time to fully implement it, or it a matter of being an experimental feature that may be dropped?

In a related matter, it rains where I've placed t_open_air_rooved! I guessed this piece was for interior spaces, but it's not flagged INDOORS. Have I misunderstood its purpose or is it broken?

Roofs aren't fully implemented, but they probably won't be dropped.Some weird terrains, like carpet, are sometimes badly specified. They should be copies of floor with some extra modifications, but instead are copied manually, meaning that they may have been missed when updating other terrain.

Rain and roofs are currently independent. Roofs creates terrain above current terrain, but rain depends on outdoor/indoor specification, which doesn't depend on terrain above yet.Some of that is half-implemented because we can't really commit to fully 3D environment until 3D vision is in. Meaning we need to support 2D hacks and maintain compatibility with them.

Loads fine, recipe works fine, attaches fine. The issue is that no matter what I do, I need to reach a speed of 96 km/h to destroy a tree with the bore. Tried upping "damage_modifier" like I saw on the reaper or ram, didn't help. Added "damage" and "bashing" from an ammo item hoping it would help, but it did not. The reaper and advanced reaper both have a "bonus" field of 7, so I added that with a large number, but no luck. [JACKHAMMER] was a desperate attempt, I was actually surprised at how accepting the game was of me tossing in random snippets.

I guess I really want to know how collision damage is calculated in relation to some of these values. The goal is to get it to eat through rock at very slow speeds. (I'll raise the mass and energy consumption to incredible levels to balance it out.) Are trees a poor test subject?

Most structures like trees and walls just have a chance of being destroyed based on the power of the strike made against them. A heavier fast vehicle will have a higher chance of breaking something down than a lighter one, because mass and momentum are taken into account. Some parts also have a multiplier to their damage, like spiked plating, but I don't know if that translates into terrain damage calculations or if it's just monster damage. When bashing things on foot I understand the 'you don't seem to be damaging the x' message just comes up when you have a 0% chance to break something.

Diameter and width from what I understand affects your offroading capabilities. Larger wheels are less liable to sink into the ground, giving you better traction offroad, reducing your power loss when driving through grass and dirt. The size of your wheels is compared to the weight of your vehicle to give you it's offroading capability. Larger wheels supposedly also reduce your maximum speed slightly, but I've seen little difference with that bit myself.

I ended up just making an absurdly massive vehicle, engine power, and power stored per battery (the numbers became silly), and still wasn't able to reach a viable speed from rest to push/destroy through a tree obstacle.

The damage modifier definitely does not affect damage against landscape structures, as far as I've seen.

Would be nice to somehow change the "REAPER" flag so that it works against rock walls instead and applied the damage modifier to it or something.

Could be some kind of livestock be juryrigged using jsons?Like for example you feed it wheat or rice or some grain so it follows you around and then it lays bird eggs or something along those lines.Or some kind of alien animal that is able to be tamed like a dog and then is like an ant queen and you then butcher the animals.Is such possible using jsons alone or some of what it would need to work is hardcoded?